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  1. Technics and Violence in Electronic Literature

    Technics and Violence in Electronic Literature

    Eric Dean Rasmussen - 22.02.2011 - 20:51

  2. Deeper into the Machine: The Future of Electronic Literature

    N. Katherine Hayles's keynote address for the 2002 State of the Arts Symposium at UCLA. Hayles identifies two generations of electronic literature: mainly text-based works produces in Storyspace and Hypercard until about 1995-1997, and second-generation works, mainly authored in Director, Flash, Shockwave and XML in years after that. She identifies second-generation works as "fully multimedia" and notes a move "deeper into the machine." She then reads a number of second-generation works in the context of their computational specificity.

    Publication note: Also published online in Culture Machine Vol. 5 (2003)

    Scott Rettberg - 30.05.2011 - 12:38

  3. The New Place of Reading: Locative Media and the Future of Narrative

    Locative technologies hold out the promise to transform literary space in all of its dimensions, including its represented spaces, reading interfaces, and the very spaces within which literature is produced and consumed. Yet, despite the growing use of location-based technologies, authors and readers alike have been slow to take to site-specific narrative due to limitations inherent in both the current design of locative media systems and our received notions of what constitutes the narrative experience.

    Patricia Tomaszek - 22.11.2011 - 16:06

  4. Getting Your Hands on Electronic Literature: Exploring Tactile Fictions with the Reading Glove

    “Interactive narrative” is a loaded phrase that invokes different dreams for different populations of people. For new media theorists like Janet Murray (1) and Brenda (2) Laurel, it elicits visions of participatory stories enacted within immersive simulated “holodecks.” For theorists of hypertext and interactive fiction like Jay David Bolter (3) and Emily Short, (4) it suggests branching textual environments and rhizomatic tangles of linked lexia. For researchers in computer science and AI, it has manifested in simulations of believable human characters (5), and intelligent storytellers that direct the action in a simulated storyworld along desirable narrative paths (6). Within the digital games community, theorists like Henry Jenkins, (7) Celia Pearce, (8) and Jim Bizzocchi (9) suggest broad framings of narrative that allow it to infuse and enhance gameplay. Outside of academic research, interactive narrative conjures images of “Choose Your Own Adventure” novels, role-playing games, and improvisational theater.

    Patricia Tomaszek - 01.07.2013 - 17:57

  5. "A Visual Sense is Born in the Fingertips": Towards a Digital Ekphrasis

    In this article, the significance of the rhetorical and modern definitions of ekphrasis will be discussed through the lens of digital literature and art. It attempts to reinscribe the body in ekphrastic practice by adding touch to the abstracted visualism of the eye, and emphasize defining features of the ancient usage: orality, immediacy and tactility. What I call the digital ekphrasis with its emphasis on enargeia, its strong connections with the ancient definition, and on the bodily interaction with the work of art, conveys an aesthetic of tactility; digitalis=finger. By tracing and elucidating a historical trajectory that takes the concept of ekphrasis in the ancient culture as a starting point, the intention is not to reject the theories of the late 1900s, but through a reinterpretation of ekphrasis put forward an example of how digital perspectives on classic concepts could challenge or revise more or less taken-for-granted assumptions in the humanities. In this context ‘the digital’ is not only a phenomenon that could be tied to certain digital objects or used as a digital tool, but as an approach to history, with strong critical potential.

    Scott Rettberg - 03.07.2013 - 14:03

  6. Growing Intimate With Monsters: Shelley Jackson’s Patchwork Girl and the Gothic Nature of Hypertext

    Described by Robert Coover as “perhaps the true paradigmatic work” of the “golden age” of hypertext literature, Shelley Jackson’s Patchwork Girl (1995) provides not only a rewriting of Mary Shelley’s Frankenstein (1818), but an opportunity to consider the ways in which the gothic as a genre serves to problematize the somatic dimension of our writing technologies. In its capacity to touch the reader directly, at the level of the nerves, tissues, and fibres of the body, Patchwork Girl recalls the debates concerning the affective force of the gothic novel, and, in particular, the threat it was thought to pose for women readers. The gothic, in this sense, emerges as the deep and unsettling recognition that the technological is the formative ground of subjectivity, the very condition of our becoming. What Jackson calls “the banished body,” the monstrous materiality of subjectivity, haunts not only the eighteenth-century faith in the powers of rational powers of intellection, but our own post-human dreams of transcendence.

    Jill Walker Rettberg - 06.07.2013 - 09:27

  7. a Joseph McElroy festschrift

    Andrew Walser introduces a gathering of essays on and by the novelist Joseph McElroy.

    Glenn Solvang - 07.11.2017 - 12:39

  8. Ethics and Aesthetics of (Digital) Space: Institutions, Borders, and Transnational Frameworks of Digital Creative Practice in Ireland

    Discussing the works of three digital creative practitioners working in Ireland, Anne Karhio situates Ireland itself as a case study for demonstrating the ways in which electronic literature as a seemingly global and transnational practice can confront the complexly situated realities of everyday embodiment, technological materiality, and politicization of national borders. She thus recommends electronic literature be seen as more crucial part of digital arts and humanities research in Ireland and elsewhere.

    (ebr)

    Hannah Ackermans - 05.02.2021 - 10:53